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SkySteak
Sep 9, 2010
Beta Patch Notes for C:TGW:

quote:

Preliminary Beta Patch 1.6.0 Changelog notes:

New Technical:


- UNDO for move and swap!

- Various reported bug fixes.



Gameplay changes / balancing:


- Free Upkeep allowance is now zero,which means you now pay for each and
every unit on the map.

- Country PPs increased to offset the effects of the Free Upkeep allowance change.

- All Nations Man Power has been reduced, to a scale appropriate to
historic national forces levels per Country.

- Disband PP & MP returns have been altered,so that you now receive the
correct values.

- If a Capital city is captured a substantial national morale penalty
will be applied. (NOW A WAR CHANGING EVENT)

- Production & Research now shows time up to 50 turns.Allowing the a
player to keep track more easily off what new Tech will be available
in the future.

- Research Lab Upkeep cost reduced.

- Britain's starting land forces reduced to historical level.

- Britain now has a larger navy,twice the size of Germany for example. (RULE BRITANNIA )

- German navy now has research advantage,meaning her ships are
stronger,than any other fleet including Britain.

- The loss of a battlefleet in combat morale penalty has been
increased. (FOR BRITAIN NOW A WAR CHANGING EVENT)

- Battleships have now been renamed DREADNOUGHTS!

- Dreadnought production cost reduced from 120 to 80 PPs.

- Pre-Dreadnought & Armoured Cruisers added to unit types,these can't be
upgraded or purchased.

- Cruisers have been renamed LIGHT Cruisers!

- NAVAL AI has been enhanced,making it more of a challenge.

- All air units have been toned down,as to there effectiveness,this is
World War One after all.

- Garrison,Infantry,Cavalry & Artillery now all benefit from Anti-Air
research upgrade.

- Garrison & Infantry benefit from Entrenchment upgrade.

- Additional historical event messages,and City Captured event
messages,are now in game.

- Various Commander entry dates fixed.

- Various other stability and fixes.

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Hunterhr
Jan 4, 2007

And The Beast, Satan said unto the LORD, "You Fucking Suck" and juked him out of his goddamn shoes

LordPants posted:

Well you get to see if you're better than Montgomery.

Spoiler: most of this thread is better than Montgomery.

I've always enjoyed the fact that the TC2M and SOW scenarios that simulate Antietam either don't give you command of the entire Union force or artificially handicap you because the designers realize that in Old Mac's position literally any moron can crush the rebel army and have Lee and Jackson paraded through the streets of DC within the week.

McClellan you idiot. :argh:

Myoclonic Jerk
Nov 10, 2008

Cool it a minute, babe, let me finish playing with my fake gun.
Following my interview with The Mighty Jingles for Armchair General, he and I got to talking about strategy games and I recommended my client, Unity of Command.

Apparently Jingles loved it, mentioned it in his weekly Mingles with Jingles, and a huge new audience got exposed to the game.

There are some days I really love my job.

Zaodai
May 23, 2009

Death before dishonor?
Your terms are accepted.


Advanced Tactics Gold is on sale for 34% off on Steam this week as part of the Weekly Deals.

Myoclonic Jerk
Nov 10, 2008

Cool it a minute, babe, let me finish playing with my fake gun.

ArchangeI posted:

I'm kinda drawing a blank on what battleship that would be. Kongo and Haruna are in Malaysia, Kirishima and Hiei are with KB, the rest should be in the Home Islands. When did that landing happen? I always use the American reinforcement convoys going to Australia to reinforce Rabaul, and they should be able to beat the Japanese there. Don't hesitate to run them at high speed if the fuel is enough for a one way trip only. A dozen freighters is a small price to keep Rabaul. The biggest Japanese land formation is the 144th regiment, and they are going to Guam first. Run your carriers south at high speed for a day or two, then back to mission speed for the journey to Australia. Might have to stop in Auckland for some fuel if needed. of course, if your opponent goes all-in on the South Pacific, you won't be able to hold him, but I consider SouPac to be the less valuable strategic area anyway. If he focuses on that, you can put some serious dampers on his move through the DEI, and that will hurt him so much more.

The Ise on December 11th.

Does this mean I only have three days to get some kind of defense in place? Or is this some alternate mode for the AI where they prioritize Rabaul ahead of schedule?

ArchangeI
Jul 15, 2010

Myoclonic Jerk posted:

The Ise on December 11th.

Does this mean I only have three days to get some kind of defense in place? Or is this some alternate mode for the AI where they prioritize Rabaul ahead of schedule?

How the hell did Ise get from Hiroshima to Rabaul in 4 days :psyduck: That is some serious warp drive technology. Not much you can do if the AI can bend time and space to its whims.

pthighs
Jun 21, 2013

Pillbug

ArchangeI posted:

How the hell did Ise get from Hiroshima to Rabaul in 4 days :psyduck: That is some serious warp drive technology. Not much you can do if the AI can bend time and space to its whims.

I believe the first turn or two give the Japanese player (or AI) warp-like movement range so the Allied player won't know exactly where they will show up.

Regarding the AI's objectives, one of several (14ish?) different AI scripts gets randomly selected when you start a new game, so where the AI focuses its efforts will change from game to game.

algebra testes
Mar 5, 2011


Lipstick Apathy
Will you need to micromanage tea breaks for the British in WITW I wonder?

Myoclonic Jerk
Nov 10, 2008

Cool it a minute, babe, let me finish playing with my fake gun.

ArchangeI posted:

How the hell did Ise get from Hiroshima to Rabaul in 4 days :psyduck: That is some serious warp drive technology. Not much you can do if the AI can bend time and space to its whims.

This is the second time it has, happened, in two separate games - once in the Hakko Ichi (or whatever you call it) and once now in Full campaign, quiet China.
Granted, the first time I don't recall the date or if it was the Ise or some other ship.

It arrived the same night as an Australian cruiser escorting an Aussie battalion, so I lost both. Then I tried to run in my carriers at high speed and the Lexington got pasted in the Marshalls. What a mess.

In other news, I'm excited about the new C:TGW patch. Is there a way I can get in on the test?

ArchangeI
Jul 15, 2010

pthighs posted:

I believe the first turn or two give the Japanese player (or AI) warp-like movement range so the Allied player won't know exactly where they will show up.



Just for a few predefined task forces. KB, a bunch of invasion groups and their cover. Ise is sitting in harbor and can't warp anywhere.

Yooper
Apr 30, 2012


I'm looking to take the leap into War in the East, but I see War in the West is coming in December. Should I wait for West or will playing it make East seem crappier?

Baloogan
Dec 5, 2004
Fun Shoe
Depends on what theater interests you more. If you like russians killing germans and germans killing russians in eastern europe and almost nothing other than that go with WitE. If you want to play as the glorious true heroes of WWII, US, UK, Canada and their awesome job at saving the world from fascism wait for WitW.

Drone
Aug 22, 2003

Incredible machine
:smug:


It's also worth nothing that despite fairly good beta testing, WITW is probably gonna release with a good amount of bugs. WITE is far from perfect, but at least it's mostly ironed out.

Really though the two games are similar enough that WITE won't feel outdated in comparison.

Myoclonic Jerk posted:

It arrived the same night as an Australian cruiser escorting an Aussie battalion, so I lost both. Then I tried to run in my carriers at high speed and the Lexington got pasted in the Marshalls. What a mess.

This has happened to me every single time I start a campaign in WITP. In my current one (that I'm actually trying really had to play for more than a month's worth of turns), I just abandoned the idea of trying to fortify Rabaul or even evacuate the troops there. Which is a shame, because those Australian troops there are part of the 6th Australian Division, which are supposed to be pretty great troops when you combine them.

Tomn
Aug 23, 2007

And the angel said unto him
"Stop hitting yourself. Stop hitting yourself."
But lo he could not. For the angel was hitting him with his own hands
So apparently there's an upcoming game on Steam called Pike and Shot. Has anybody here ever heard of it or played it before?

Grey Hunter
Oct 17, 2007

Hero of the soviet union.
Accidental destroyer of planets
Its based on the FOG rules - although modified to suit computer gameing better.

I like Field of Glory, so I'm going to be picking this up, but as yet there is only a terribly written AAR and one streamed video out there, so there is little else to be said.

Pimpmust
Oct 1, 2008

Another question for Combat Mission: How does Support assets work when it comes to who got access to them? I'm trying to add some artillery and air assets as reinforcements, yet they show up as DENIED for everyone up to and including battalion commanders.

dtkozl
Dec 17, 2001

ultima ratio regum
Once you get above mortars and 75mm infantry guns you need dedicated spotter units to call in the heavy stuff.

Pharnakes
Aug 14, 2009
So what are the differences between AT:G and DC:WtP/CB? Obviously the random map gen thing, but is the engine and combat simulation literally identical or are there changes?

Panzeh
Nov 27, 2006

"..The high ground"

Pharnakes posted:

So what are the differences between AT:G and DC:WtP/CB? Obviously the random map gen thing, but is the engine and combat simulation literally identical or are there changes?

There are definitely some changes, but the big one is the way all units in AT:G are customized and have to be manually reinforced and maintained.

dtkozl
Dec 17, 2001

ultima ratio regum
AT:G has more in common with empire deluxe. The DC games are about specific ww2 campaigns.

Nenonen
Oct 22, 2009

Mulla on aina kolkyt donaa taskussa

Pimpmust posted:

Another question for Combat Mission: How does Support assets work when it comes to who got access to them? I'm trying to add some artillery and air assets as reinforcements, yet they show up as DENIED for everyone up to and including battalion commanders.

For some peculiar reason in Quick Battles the purchase screen helpfully notes you which batteries require a trained spotter but the editor force selection screen omits this feature despite them being pretty much identical :doh:

ArchangeI
Jul 15, 2010

Drone posted:

It's also worth nothing that despite fairly good beta testing, WITW is probably gonna release with a good amount of bugs. WITE is far from perfect, but at least it's mostly ironed out.

Really though the two games are similar enough that WITE won't feel outdated in comparison.


This has happened to me every single time I start a campaign in WITP. In my current one (that I'm actually trying really had to play for more than a month's worth of turns), I just abandoned the idea of trying to fortify Rabaul or even evacuate the troops there. Which is a shame, because those Australian troops there are part of the 6th Australian Division, which are supposed to be pretty great troops when you combine them.

Catalinas can transport troops in a pinch, so you can just fly them out. The flying boats in Port Moresby can also be set to pick up troops, which I always use to consolidate those little penny-packet companies holding the northern coast of New Guinea.

Myoclonic Jerk
Nov 10, 2008

Cool it a minute, babe, let me finish playing with my fake gun.

ArchangeI posted:

Catalinas can transport troops in a pinch, so you can just fly them out. The flying boats in Port Moresby can also be set to pick up troops, which I always use to consolidate those little penny-packet companies holding the northern coast of New Guinea.

I tried that in my first playthrough, way back when. They just don't evacuate fast enough to pull the troops out of Rabaul.

ArchangeI
Jul 15, 2010

Myoclonic Jerk posted:

I tried that in my first playthrough, way back when. They just don't evacuate fast enough to pull the troops out of Rabaul.

No, but it allows you to save the unit and rebuild it later, so you can still form the Australian 6th.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
I think that might be considered a gamey tactic for some, by the by. IIRC, WITP:AE allows you to re-buy completely destroyed land units with political points, and doing the "save a 1 squad fragment" is deliberately circumventing that system.

ArchangeI
Jul 15, 2010

gradenko_2000 posted:

I think that might be considered a gamey tactic for some, by the by. IIRC, WITP:AE allows you to re-buy completely destroyed land units with political points, and doing the "save a 1 squad fragment" is deliberately circumventing that system.

Everything is fair against an enemy who posses advanced warp-drive technology :colbert:

Pimpmust
Oct 1, 2008

Nenonen posted:

For some peculiar reason in Quick Battles the purchase screen helpfully notes you which batteries require a trained spotter but the editor force selection screen omits this feature despite them being pretty much identical :doh:

Yeah, the UI is... obtuse to say the least.

I'm starting to think this game also got a giant memory leak, because I can get about 20 minutes into this teeny tiny scenario (only like 5 battalions in play!) without the game crashing due to running out of memory :colbert:

Maybe I should cough up 10 bux for the 3.0 patch, but I get the feeling it might not fix things.

Yooper
Apr 30, 2012


Instead of getting WitE I picked up Command Ops and am very pleased with it. I'll still get WitE in the future, but for now I'm having fun watch an intelligent AI process orders. Does anyone know of a central location for scenario packs?

While at Panther Games website I notice this :



They don't say to who, or get into it much, but in the forums they mention better support and a "shinier" forum. Steam maybe?

Pharnakes
Aug 14, 2009
Are there any good LPs for Advanced tactics out there that I can learn from?

Nenonen
Oct 22, 2009

Mulla on aina kolkyt donaa taskussa

Yooper posted:

They don't say to who, or get into it much, but in the forums they mention better support and a "shinier" forum. Steam maybe?

Steam is a distribution channel, not publisher. Maybe Paradox?

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
After getting on Steam, the next step for grog games is obviously Workshop integration so we can download all of those cool user-created scenarios from a single repository.

Morholt
Mar 18, 2006

Contrary to popular belief, tic-tac-toe isn't purely a game of chance.
No, the next step is to add cheevos for trivial things like using strategic movement or launching an airstrike for the first time, to piss off the grognards.

Mokotow
Apr 16, 2012

gradenko_2000 posted:

After getting on Steam, the next step for grog games is obviously Workshop integration so we can download all of those cool user-created scenarios anime mods from a single repository.

Morholt
Mar 18, 2006

Contrary to popular belief, tic-tac-toe isn't purely a game of chance.
Boardgames: still ahead of digital

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

Nudity mods for War in the Pacific.
War in the Equestria total conversion.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
The War in the East 1.08 changelog just dropped, and the patch is expected to be released in the next 2 weeks.

It's a 77 page document. Some changes that caught my eye:

* A bunch of work to improve the replacement, refit, reinforcement and upgrade mechanics. You should see less occurrences of vehicles and devices just sitting in pools waiting to be deployed to units, or units not being able to get upgrades, etc.

* Devices can now be set to "no auto-build" for stuff that can never be replaced or "lend-lease" for stuff that's never locally built instead of having to play tricks with the build cost. I only mention this because there was a funny bug so many versions ago where an anti-tank gun with a build cost of 9999 was still being built anyway and it was sucking up all the German armaments.

* Lots and lots of changes to the editor with regards to fine-tuning all this production stuff

* Command limit for HQs is now an editable property

* Division/HQ color for a ground unit is now an editable property

* Leader stats/details displayed across more screens where they're useful

* Lots of changes to forts. Looks like they'll be slightly more difficult to build, but they'll be more powerful when they're there - level 3 forts now count as dense terrain and partially completed forts provide fractions of the full defensive bonus. On the other hand, there's now a hard cap on the number of fort units that can be built (150 * production modifier)

* National morale per year and per country is now an editable property

* The special Soviet odds rule to convert all battles with a better than 1:1 CV ratio into direct victories can now be changed in game options. It be in its original setting, or working only during defensive battles, or turned off entirely

* The CV calculation rules are now an editable property, and there are new campaign scenarios where they're set differently. Big change is that artillery can now count as having 1 CV, while Labor and Support units can now count as having no CV, or both having 1 CV. This is supposed to better reflect combat potential on the on-map counters, since currently a Soviet artillery unit has "0" CV despite being fairly strong on during the actual battles (the power derives from the artillery reducing enemy devices to 0 CV themselves)

* Assault guns and AFVs are now listed as separate unit types, which is useful for things like estimating Panzer strength when looking at the German OOB as a Soviet player

* Big change to unit reassignment: AP costs now scale based on the number of men in the unit being reassigned and the current HQ of the unit, to discourage players from reassigning units across different armies and fronts willy-nilly.

* Soviet factory evacuation can now only start on turn 3, instead of turn 2

* Soviet support units now cost 2 AP for regiments and 3 AP for brigades, instead of 1 AP

* Changes to reserve unit activation to make it easier to make breakthroughs and wear down defensive positions

* Fixed a bug where German national morale was set to 70 in 1942 and never decreased the rest of the game.

And about 66 more pages of spergin' over unit stats and production values

I made a graph of the new Soviet National Morale progression:


They put in a trough in Summer/Spring 1942 to give the Axis a shot at a second campaign, but in exchange the late war Soviet morale increases faster and hits maximum Zhukov sooner.

gradenko_2000 fucked around with this message at 09:59 on Oct 17, 2014

Morholt
Mar 18, 2006

Contrary to popular belief, tic-tac-toe isn't purely a game of chance.
So Pike and Shot was released, did anyone try it yet?

Wanna play something where Sweden is still relevant :sweden::hf::smith:

Grey Hunter
Oct 17, 2007

Hero of the soviet union.
Accidental destroyer of planets

Morholt posted:

So Pike and Shot was released, did anyone try it yet?

Wanna play something where Sweden is still relevant :sweden::hf::smith:

I've played the first couple of tutorials and it looks solid. Once units enter melee they get locked in with the game doing their fights automatically, so if everyone is stabbing each other all you need to do is hit the next button and prey. I doubt this will happen much in real games.

I might do a video if people are interested.

Lichtenstein
May 31, 2012

It'll make sense, eventually.
I'd like to ask two questions about the game, regarding two of my favourite awkward aspects of the era:

1) Any sort of command & control mechanic in there?

2) Any curveballs thrown into maneuvering and turning the formations around? I love me some awkward musket-era maneuvering.

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Grey Hunter
Oct 17, 2007

Hero of the soviet union.
Accidental destroyer of planets

Lichtenstein posted:

I'd like to ask two questions about the game, regarding two of my favourite awkward aspects of the era:

1) Any sort of command & control mechanic in there?

2) Any curveballs thrown into maneuvering and turning the formations around? I love me some awkward musket-era maneuvering.

These are based off about an hours play, so should be taken with a pinch of salt.

There are no delayed Command and control mechanics, its based off the tabletop miniatures game, so its limited like that - you do lose control of pursuing troops though, which can make things interesting.

As for maneuvering, cavalry seems pretty manuverable, but the action point cost for turning the large Tercos is high, so they will not be doing pirouettes on the battlefeld. units getting close to each other seem to become harder to maneuver, and you can get locked down really easily. You seem to need to have at least a square between you and your enemy for efficient maneuvering.

The battles do seem to take a nice amount of time though, its not over in two rounds, as units batter at each other until their morale drops, then they flee the field - which is pretty accurate from what I know of the period. The largest loss I have seen in about 80 men from a 800 man Turco, and that was a unit of Transylvanian musketeers firing into the rear of one of my units from point blank.

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